I have been thinking recently about the patterns in which I tend to play MMOs. I’ve been spending more time in LOTRO recently, and my guild there is mostly made up of older players. They’re grumpy and proud, and they are very very good at organising their gaming to fit lifestyles which involve kids, non-gaming commitments, and a mix of casual and hardcore players. They are also awesome (if any of you are reading this!)
This means a lot of scheduled runs, even for small 3 man groups. Of course you can just log in, see who is around, and put a group together, but players with time limitations prefer to be able to arrange their free time in advance. I’ve noticed that players are also quite conscientious about notifying the other people involved if something comes up in advance and they can’t make it. I’m sure there are also a lot of informal but pre-arranged levelling groups and skirmish groups which don’t use the bboards and calendar to organise.
And this reminds me a lot of my old pen and paper groups. We’d have regular gaming nights and if anyone couldn’t make it then they’d let the rest of us know.
It’s a good rhythm for any organised group hobby. You have ‘group’ nights. And then if you want to work quietly on your hobby you can either skip a group night or do it when no one else is around, or at home.
But I’m interested in what it means to work quietly on your hobby if your hobby is an MMO. Because these games tend to be based on progression, then either time spent solo will progress your character (in which case all min/maxers will feel they must do it) or else there is some other purpose.
Blue Booking in RPGs
Blue Booking is a pen and paper technique that has dipped in and out of popularity. And it is all about immersively answering the question, “What does my character do in between scenarios?” You can imagine a pen and paper scenario as a short story. A bunch of people turning up to a group and improvising their way through a brief storyline which consists of a plot hook, a few scenes, some conversation, roleplaying, fights, and a conclusion.
So if your character’s life is a bunch of short stories (think of it as an anthology) then what happens inbetween?
The idea was that players could try to answer that question and the GM would award xp for good efforts. They might write a short story explaining what their character had done, or was trying to do, after the last scenario. Maybe it would represent a day in that character’s life, or introduce some of their family or friends who the GM could use in scenarios later. Players might draw pictures or use any other type of creative activity to do this. They might have a private chat via email with other players to discuss what their characters were getting up to, and then let the GM know later.
And if a RPG scenario is like an instance (which it isn’t really, apart from the fighting) then MMOs answer the same question by actually letting players play through some of what their characters do between group adventures. But of course, RPGs are all about roleplaying so we expect players to seek immersive answers. MMOs – for a lot of people – have almost nothing to do with roleplaying at all. Most players won’t care what their character is doing between fighting dragons.
And yet, MMO design is so rooted in old immersive goals that these things tend to be built in anyway. The origin of our grinds is not just to keep people playing but to answer the question, so what does your character do when they aren’t killing dragons?
- Maybe they are a crafter or tradesman, and have to keep up with the day to day demands of running a business. (In MMOs, that means gathering, crafting, playing the auction house or otherwise toying with the economy.)
- Maybe they have an active social life with friends, parties, drama, love affairs. (Roleplaying.)
- Maybe they are involved in defending their homelands. (PvP … sort of.)
- Maybe they just like wandering the world (not really much to do in most MMOs here.)
- Maybe they are ambitious and are trying to impress superiors in some organisation? (reputation grind.)
- Maybe they are ambitious and trying to impress other players in an organisation, for example in their guild. (Organise guild activities, offer to help with guild website, other out of game activities.)
And you can see that PvE grinds and activities try to replace the notion of the blue book, with some occasional success. Many possible activities are not modelled at all (which is a shame because it would give non-raiders more to do in the endgame). Others are not well supported because devs just don’t like or understand the gameplay (like roleplaying.)
But truth is, the majority of players will prefer to log off and do something else in between adventures. They won’t want to play out every single thing their character does, or even the majority of it.
And here is where the blue booking side comes in. Even players who don’t want to spend hours gathering to simulate the crafting activities that their character does might still be interested in having the activity recorded. There are games where you can set your character to do something useful while you are logged off. You don’t need to actually pick all the grass. Maybe you could just leave your character to do it and then when you log back in the next day, your packs are full.
And this I think is where the opportunities are for integrating casual or even mobile gaming with an MMO. What does my character do between adventures could be answered with ‘runs a farm’, for example. I don’t honestly know if this is the way that MMOs will go; for every EVE which is trying to integrate a MMO with a shooter (Dust), there will be others who decide it’s easier just to leave separate games to be separate. WoW is looking to battle.net and the RealID to push the solution that says, “I play SC2 while my WoW character is not involved in anything,” for example.
But I am intrigued by the possibility of finding more and more varied answers to the question, “What does my character do in between group runs,” in MMOs.